Played 1.01 thanks to the kind user in this forum. The game is pretty straightforward and does not need much explanation, so I'll just write my impressions.
To put it bluntly, it's an interesting concept that didn't realize its potential.
First, the MC. The controls feel relatively smooth and responsive, which is rare in doujin action games. There's still some lag, but not enough to deter the enjoyment. However, it gets stale quickly. Your "combo" is always going to be some variety of ZZZ. This is the only combo you have. To cancel the recovery animation of the final hit, you use either dash or skill. Dash in general does not feel very rewarding. You basically use it to cancel your combo animation, then you dash backwards. There's no incentive to play aggressively, especially in highest difficulty, a point I'll get to later. Your jump feels pretty worthless; you only use it to hop over certain attacks. You can Z once in midair, but it doesn't lead into anything so it feels unrewarding. Skills feel pretty cheap sometimes, since they offer you full iframes during any skill that you use. Which is fine, skills tend to have a decently high cooldown, but after they go on cooldown, you start dashing backwards after every ZZZ again to avoid a hit, since they do not take any hitstun for normal attacks.
Next, the tower defense. You have 8 slots to fit in skills or summons, but the choices exceed them over twofold. It sounds interesting in theory, but it's only an illusion of a choice. You quickly realize there's the most OP thing per category, and you quickly abandon skills/summons that you unlock earlier, wasting gold/frags for investing in them. I find it particularly silly that summoning soldiers are also on this quickslot, as you eventually just autosummon them, but they won't get summoned unless you put them in the quickslot. Eventually you want to have soldiers take up as little portion of the quickslot as possible, to fit in your skills.
The difficulty change is, unsurprisingly, simply HP and attack changes. The problem is, at highest difficulty, the enemies become so tanky that it feels silly to even play aggressively, so you just slowly inch forward playing support and dashing back every time there's danger. Every hit deals so much damage that instead of using your skills to deal extra damage, you use it simply for iframes. The point I continue to make is that the game does not reward you at all for proactive plays. It keeps forcing you into passive plays because your influence in the game, while definitely matters, does not feel like a big part. Difficulty also drastically influences what skills/stats to invest in, which again, sounds nice in theory, but is only an illusion of a choice. In lower difficulties, you might as well just max out all offensive stats, since everything gets 3 shot, but higher the difficulty goes, less influence your character has, so it's better to invest in support and tanking. Even if you build offensively, you don't deal enough damage to actually be worth it.
I feel that if they gave more power to the player on higher difficulties, it would have been a much more enjoyable game, but it was still much better than most doujin games of this genre. At the very least, a good time-passer, although you feel a blatant gametime padding halfway through the game.